void onPostSolve( Contact contact, ContactVelocityConstraint impulse )
{
if( !isBroken )
{
if( parts.Contains( contact.fixtureA ) || parts.Contains( contact.fixtureB ) )
{
float maxImpulse = 0.0f;
int count = contact.manifold.pointCount;
for( int i = 0; i < count; ++i )
{
maxImpulse = Math.Max( maxImpulse, impulse.points[i].normalImpulse );
}
if( maxImpulse > strength )
{
// Flag the body for breaking.
_break = true;
}
}
}
}